My Outland Revamp Storyline (extremely long)

With Due note, this is a very very very long post, as I go through each zone, basically skimming the finer details, and occasionally getting detailed on a few things.

The idea is to fill plot holes in the current game from 1-90. This is a Revamp of 60-70 and Storyline Cohesion. So, even if we are 90+ and killed Garrosh, this will take place during Garrosh's reign.

Now before you say but.. but 70-80, all I am going to do right now is say have a Bronze Dragon Flight member sitting in Shattrath City, and All Cities right next to the Billboard. The Dragon telling adventurers that they need to go help with the fight with Lich King, and that they are pinnacle in helping to take him down, to stop the Infinite Flight from doing more harm to the Time Line, and telling you once you board the Zeppelins/Boats that the y are “Magically” fused with Power to head back to the time. So, this means, technically you do not kill the Lich King, as he is already dead from other adventurers, but gives a reason to the storyline problems of going from new content to old, then back to new. With this, all they need to do is add a quest chain to a few zones in Northrend, that are Optional, where you go kill an Infinite Dragon-kin to stop the “Problems” in a slightly phased area.

But, wait, we killed the Infinite Flight in Cata... technically... I think? Not till 85, so if they do a revamp, and make this fit right between Azeroth and Cataclysm, then the storyline will fit perfectly, so no problems with using the Infinite Flight, as I doubt they will ever Revamp Northrend in this WoW's lifetime, as it is mainly using the same technology as Cataclysm and Mists of Pandaria. This is a nice fix, rather than a complete revamp, as Wrath of the Lich King had a good story and technology to last the ages. Also, add Moose mount to Grizzly Hills to be purchased from an amount of Coins.

Enough with Northrend, lets get to Outland.

The storyline with Outland will be to fill the plot holes left in Outland and all the expansions. With Garrosh going from the inexperienced to a ruthless dictator, Tyrande's hate for the horde, wrathion believing he is all that remains, to the lore of Draenai and Worgen being completely tossed to the side. This revamp is supposed to feed many of theses, along with the Horde vs Alliance storyline, the Twilight's Hammer, and finally the end of the Shadow Council upon outland.

This is also to give plot hole fillings and to help create a better villain in Garrosh. As many people pointed out, Garrosh's character does not scream evil throughout Cata, rather and Inexperienced Leader. What I wanted to do is flesh out Garrosh as a how he becomes this Ruthless villain in MoP, hating the people on both sides, rather than just the Alliance. Even though most of this is basically promoting him to straight Villain by the time of Cata, you do not experience much of Garrosh in Cata zones besides in the Twilight Highlands, and here it is recruiting the Dragonmaw. So throughout each zone, the Horde player and occasionally the Alliance player views, is his coming hatred towards his own people. His deep seeded hatred that settles within him, where you either have reports sent to him from his Commanders, or him personally seeing the losing end of of Horde due to the ineffectiveness of the other races, not brutal enough towards the Alliance, not stabbing the alliance in the back when they finish off a common enemy and rather placing down a treaty. Seeing Garrosh see the other races as weak, and even trying to bring the Mok'Nathal into the Horde with force, bringing about the reason Rexxar does not come to the Horde's aid in MoP. While my idea and storyline are not fleshed out like a novel or anything, nor do they go into extreme detail, rather brush the surface so that blanks can be filled by better writers, but also for people to see Garrosh going from the Leader we saw in Stonetalon that was Benevolent and Just, to having his advisers and his allies show the inexperienced leader he can only trust the Orcs, for their blood oath is true to them, even if they like it or not (Nazgrim).

We also have Tyrande show up in Outland, where she takes control of the Alliance in Terokkar and Nagrand, before realizing what she is becoming, to an extent. I want to her to be strong, but also hateful, that we see her in MoP become, but not to this, to the Fullest extent. I want people to see her Beginning to “hunt” Garrosh, seeing him as an evil enemy she was rid the world of, and the Horde as his extension, rather than the occasional unwillingness. To see that she has the ability to hate an enemy so much, that it is driving her to become a monster. I want her to become similar to Maiev, in her hunt for Illidan, but finally realizing what she is becoming, and to act upon this, with her finally bowing out, after watching a Duel between Rexxar and Garrosh, seeing that not all Horde are like Garrosh, but still leave that seed of hate in her for the MoP storyline. I want to Blend the Novel's of the attacks on her night elves and in WoW to the point it brings her to Hunting Garrosh in Outland, but through enlightening by Skyglaive (first meeting her, rather than 5.1), she becomes more docile to become a still hateful woman but not Obsessed. I do not want her to be Obsessed. I want her to just become Vengeful, and be strong, not truly hateful, but enough to seem it. With her Finally learning in Shadowmoon Valley to what she truly becomes in MoP.

Velen and Draenai need lore in General. But with how Cataclysm and everything after is, there is little spotlight for the Draenai. I want to bring this spotlight to the Draenai for both the Alliance and the Horde, with the Alliance interacting more with Velen, and understanding the Lore, and with the Horde occasionally getting glimpses and help in a more neutral way, with Shattered Sun Paladins of both Draenai and Blood Elves escorting him, with the somewhat help of Akama. This is mainly to bring about a lot of Draenai Lore that is really Needed within the game before Burning Legion Expansion. This is to show that Velen is forgiving and helpful as he becomes a major part of the Storyline for both the Alliance and the Horde. Now, you may be asking why would he help the Horde, well, in the beginning he doesnt, really, he only helps the Horde when the Naaru asks him to do so, as the Naaru are basically his gods. With the Naaru showing up to help deal with two major events in outland storyline, and him helping them, with the horde helping the Naaru, this is why I decided upon the Shattered Sun to help and escort him. Velen will also address how Anduin is becoming to the Naaru towards the end of the story, where you see his vision of Anduin becoming this warrior of the Light leading both the Horde and the Alliance.

You will also meet Tess Greymane as Alliance, and barely a Horde, with her setting up a Worgen settlement within Zangarmarsh, Netherstorm, and Shadowmoon Valley, and a druid tree in Terokkar Forrest. While the storyline is basically her leading her People to these places to interact, to give influence, and give some lore to the story of the Gilneans, it also gives lore to Tess Greymane and her mother, that for some reason, people think they are missing, since they show up nowhere after seeing them on Teldrassil, and if she is a worgen. During the Story, you find out that she is indeed cursed, unlike her mother, who was not cursed, stating that while she is a worgen, she is a Gilnean first. She also gives an explanation as to why she is leading the Expedition, saying that is was after her father taking his side by Varian, to keep his honor as an Alliance leader, that she felt it came to her to help influence other Races, other than the Alliance, to place their names out their, not as worgens, but Gilneans, and with the help of the Cenarion Expedition, the Draenai, and the Broken, they began colonizing Outland, to Influence and interact with everyone, in compensation having their Druids join the Expedition. I wanted to see more Worgen settlements, their Architecture, and there lifestyle, rather than simply the starting zone and 2 stupid trees and barely populated Settlement in the Blasted lands. I wanted to give the Worgen something they can say, “Yea, well you see that city in Netherstorm with that amazing view? Yea your Goblin “port” has nothing on it.”

Now, throughout the war Between the Alliance and the Horde raging across outland, I wanted to have the Horde on the receiving end for quite a few of the zones, rather than Alliance. I wanted the Horde to lose a few things, to show that the Alliance is not all being defeated with the Cataclysm story, since I do consider the Horde basically winning most of the Battles in Kalimdor and Eastern Kingdoms. So I wanted to give them winnings in Outland, and the Occasional equal blows. But, no where in Outland do the Horde truly win a Zone. Their are the occasional Equal blows being struck, and their only zone they were going to win, Nagrand, is completely halted by the Elements. I wanted the Alliance on the winning side this time, since they actually needed it. Yes, I play Horde mainly, which will probably be the reason you will see a “more” detailed Horde side over the Alliance side, but I assure you, I want the Alliance to feel like they won things, that Outland is majorly theirs with a few exceptions.

I did add two Neutral Factions while also giving Ogrilla an easier way to rep grind rather than how it is now. The Ogrilla storyline will bring you to friendly, even though it is not apart “of the main storyline” of blades edge mtn, with Cho'Gall showing up and tempting them to join the Twilight's Hammer, but is forced to retreat by the player and Ogrilla. You defend against Twilight's Hammer attacks, grind “crystals”, kill ogres, grons, and other things for a rep. The first Neutral faction is the Arakkoa, mainly for fun and lore to show that a lot are beginning to go the way of the Naaru, in neutrality, rather than light, and away from ways of Terokk. This is if Blizzard never plans to make them a “true” race, even though I would like to see it, and gives you transmogs, pets, and a transformation thing at exalted. The second is The Remnants of the Illidari of Shadowmoon Valley and first meeting them in Zangamarsh, as they strive to live from becoming extinct upon Outland. With this, you are given lore to what happened post BT, and eventually after 30+ days, even if you are 90, get a nice “mount.”

Now, the Aldor and Scyer reputations did change quite a bit, to become far more grinding, with no real quests to support either of them, just quests that give Shattered Sun Rep if you have declared your allegiance by this time with either giving you Aldor or Scyer Rep. As at this time, both have become one under the Shattered Sun, for the Naaru. I am doing it this way, so that the rep grind is hard for both these, but I am not willing to take them out, and will rely on “Sunfury” drops and “Mark” drops like normal, but little farming spots, to make the grind harder, but still in game, and still able to grind out the Rep with items. Changing between them, though, should get easier with giving Netherweave Cloth and eyes either or. The main reason why I am changing this, is because, technically neither exist anymore, but I want it to be rare to actually grind out these, while not technically being hard at all, but simple item grind. If you wish, killing “bad elves” gives Scyer rep, if sided with Scyers, and killing demons gives aldor rep, but Shattrath City is changing to incoporate “Horde vs Alliance;” Aldor side becoming “Alliance” and Scyer side becoming “Horde.” The vendors will all be located in the main temple on the second floor in front of A'Dal. Lower city will be fixed up, and the City will become a true city, bursting with rich buildings, incorporating Draenai and Blood Elf architecture throughout, while the Rises change to “Alliance look” and “Horde look”.

I wanted to truly give races their time to shine, Alliance time to shine, while keeping the story set between Cata pre 60 and Cata post 80.

(to be continued)

- - - Updated - - -

Zone Storylines

Quest should be equal for the Zones, between the factions, with a few more to Horde one zone, and less another zone, but in the end, Equal number of quests, similar in fashion to catazones, of around 30-50 per zone, with optionals.

~Hellfire Peninsula

Note: By the Time this starts Shatter Point and Honor point are already gone, destroyed by the Horde.

Coming through the Portal, you find the Alliance are at battle over control of the Portal. A medic runs to you, and tells you to fly to Honor Hold or Thrallmar, and leave this battle to the soldiers, as they have the upper hand, basically to send you off to the two quest hubs, as it is still a Sanctuary. Flying over, what was Legion's Fall, you see battles taking place with siege weapons attacking each other.

A tense battle is underway in Hellfire Peninsula between the Alliance and the Horde. The Horde forces decimate Honor Hold, using Hellfire Citadel to their advantage, with an uneasy alliance with the Felorcs, whom have been decimated and are now led by Mor'ghor. Pushing the Alliance back to the Newly Rebuilt Expedition Armory, your new Honor Hold, where they hold out. They strike back destroying Zeth'Gor and Spinebreaker Post, which are still quest spots, with the Horde attack and defending the Expedition Armory, and Alliance destroying both locations.

Falcon Watch is also destroyed, maybe a cut scene of watching the tower crumble, with the combined efforts of the Draenai from the Temple of Telhamat, at the command of the Alliance, and Arakkoa from the Den of Haal'esh, in an uneasy alliance. This shaky truce comes to play as the alliance player kills a few of Arakkoa and subdues the leader, who then offers his help, to spare him and his people. The alliance between the two stays in effect, and helps the Alliance later in a neutral Arakkoa faction, with them being half way through Neutral.

In retaliation, the Horde attacks the Temple of Telhamat to cut off supply from the Expedition, only to lose when the Felorcs flee from battle from visions, given by Velen. Velen had comes to Draenor, to seek his Kin and prepare them for the coming of the Legion, and is guarded by Two Shattered Sun Paladins, a Blood Elf and Draenai. The Felorcs are then considered traitors to the Horde and should all die like traitors, deemed by Garrosh as the alliance with the Felorcs is now over.

With the Destruction of Falcon Watch, Mag'har post becomes the second town for the Horde, after seeing Garrosh come to them. Garrosh, here, shows his leadership potential, to brings these Mag'har fully into the Horde, with Ishi being one of them, after they were attacked by Alliance Raids, only to be pushed back by Garrosh and Ishi. The player is on either side of this, losing Garrosh spares you, showing he could have become a Benevolent ruler, and winning Garrosh spares three of the raiders, showing mercy.

For the Horde, a quest giver at Mag'Har Post then gives you a quest to kill Arakkoa in vengeance for the dead at Falcon Watch. Upon killing the Leader, the second in command comes and offers peace, leading into the Neutral Arakkoa Faction, and gives information of the Shadow Council. Giving news back to the Mag'har leader, he agrees with your decision to spare the rest in light of the Shadow Council news. Send you out to kill a number of demons and to see if you find this Warlock. For the Alliance, Velen gives you this quest, search and destroy demons, after helping heal up your faction, after dealing with Garrosh.

The Legion has a small outpost in the Pools of Aggonar, with their major location The Throne of Kil'Jaeden, but their numbers have been seriously depleted. The player comes to the Pools to kill demons and find a Shadow Council Warlock that you heard rumors about. You find the Warlock and a Twilight Hammer Shaman parleying with an Eredar. The Eredar sees you, begins tormenting/killing you, until Velen shows with his two Guards and they kill the Eredar, as the two have fled. Velen heals you up, and then warns that the Legion is coming to Azeroth in full force.

If Alliance, Velen gives you a quest to meet him at the Ruins of Sha'naar. Here, he tells a little of his people to the Player, recalling when it was a temple. You encounter insane Lost Ones, ghosts of the enslaved Broken that died at the hands of demons, and ghost Draenai that died during the purging of Draenor. Cries over the loss of his people, by the end, and Akama shows up. They converse, and ends the questline. Velen, and the Orc quest giver if Horde, give you the quest to see go the Druids of the Cenarion Expedition.

Next up is the Cenarion Expedition located in, what was once, Fallen Sky Ridge. The druids have made this an oasis in Hellfire Peninsula, with Mushrooms from Zangarmarsh sprouting here with some thorn trees from Blades Edge, mainly Mushrooms, to give Hellfire Peninsula a blend of the surrounding areas, to reterraform the place. Here, you deal with the last of the corruption from Kael'thalas' Red Shard he placed in the ground, before they send you to Zangarmarsh. The Alliance and the Horde bringing the war with them.

Level Appropriate quests are given by a Draenai, Velen or a quest giver, and Horde quest giver at the first and second “quest hubs” sending you towards Zangarmarsh, through Cenarion Circle questline or to Telredor (Zabra'jin if Horde), or Terokkar Forrest, “Where the War Rages!”

~Zangarmarsh

Coming to Zangarmarsh, the Cenarion Expedition are under attack from an Alliance of Lost Ones; the Daggerfen, Feralfen, and Umbrafen. The battle includes the many aspects of the Lost Ones, including shamans and druids, before they are defeated with the Player's help, retreating back to their “City.” The Expedition then says that since their leaders had fallen, the Lost Ones did not know who to turn too, and were quite literally lost. Trying to help them in the past, they refused, saying that one of their kind killed their leaders. They have seen many broken with the Lost Ones, and ask you to check out who is now leading them.

Going to Umbrafen Village, the player finds only the name of the name of the Leader, Warchief Murkblood, but also find a Twilight Hammer's agent speaking with the Umbrafen Tribe elder. Upon the way out, you find a naga trapped in a cell. She explains that after Lady Vashj and Illidan had been slain, the Naga were all leaderless, and if they kept fighting the Alliance and the Horde, they were all surely going to be all killed since the Dark Portal was the only way off the rock. The Remnants of the Naga and the Illidari banned together under one banner, to survive off of, and she was to be the Envoy to Cenarion Expedition, the second and last new Neutral Faction of the Remnants of the Illidari. The explanation she gives is that while they may have been enemies in the past and are still being hunted and slain, that the Naaru has forgiven them and see them now in such a depleted population on Outland that they are close to extinction. The Naaru told them that none of the races of Azeroth would accept them, even if they tried to remedied and atoned for their past mishaps, “but one, one who will teach others to forgive.”

Releasing the Naga, she does in deed mean what she said, going to the Cenarion Expedition. Treated hostilely, she is eventually cut in front of you by Ysiel Windsinger, and survives the cut. Ysiel asks you why you released the Naga filth from it almost certain death, a quest where you actually explain like a cut scene. Warden Hamoot is present, while the explanation that you were given by the Naga, you give to them, and then explain that she came even if it meant her death and that while the Naga require water they can easily be watched over rather than be somewhere mysterious doing something sinister. Explanation saves the Naga, and the last Naga Enclave in Zangamarsh, Marshlight, becomes neutral, and now has Cenarion Expedition guards around it.

After finding the Leader's name of the Lost Ones, and killing the Elder of the Feralfen and the Twilight Hammer's agent, the Cenarion Expedition begins devising a plan to deal with the menace. They send you to the Regrowing Mire, once Dead Mire, to talk to the Ancients and call them back to the Refuge. Along the way, you find a dead Draenai and Tauren, and you pick up a quest to go to either Swamprat Guard, previously Post, or Telredor.

At the Regrowing Mire, Ashyen, the Ancient of Lore, is “dead,” and Keleth, the Ancient of War, is in battle against Twilight Cultists. Defending Keleth, he grieves over Ashyen's death, when he realizes there is still little life in Ashyen. You gather Pure Water from the new lake, and surrounding water monsters, and kill more Twilight Cultists and their minor leader, and get Ashyen's staff. The water gives Ashyen enough strength to use the left of his life to bloom the Mire more, growing more Mushrooms and plants, the staff is grown into a tree. Keleth then heads back to the Refuge.

The faction quests then begin, once you head to the Faction city. You meet Sunwalker Dezco for the first time as Horde, giving him the Tauren's ax. Swamprat Post, once a small troll fishing village has become a fortified Horde outpost called Swamprat Guard, as it monitors everything Telredor does. Sending the player on missions to avenge the fallen tauren, you kill Alliance members, sneak into Telredor and steal plans, and kill the Alliance Military Leader. The Alliance then attack Swamprat Guard, burning it to the ground, and kill many of the npcs there. Dezco, a few Sunwalkers, a few trolls, and you are all that remain from the attack, an explosion sending you all into the water. Dezco tells you to head to Zabra'Jin or to Serpent's Blood Post, but he was going to Zabra'Jin. Serpent's Blood Post is the replacement for Swamprat Guard being destroyed, and close to the cave to Blade's Edge, sitting on the edge of the North Eastern Tip of Serpent's Lake, close to where Bloodscale Grounds used to be, and far enough away from Telredor. Quest givers in town send you to deal with the Funggor Caverns, the Hydra Menace at, what used to be, the Bloodscale and Darkcrest Enclaves, to pick some healing moss at the bottom of The Lagoon, and to get some Eel Fillets from either Umbrafen Lake or The Lagoon.

For the Alliance, you take the Draenai's sword to the Town Leader, who says it was his son, gripping the blade. Sends you to gather up explosives from a nearby Twilight Camp, killing cultists, and saving a Soldier. Coming back, the Military Leader is dead, and the Town Leader then orders the Assault on Swamprat Guard. Placing the explosives around the Outpost in the heat of battle, you then battle Dezco, who overpowers you. The explosions happen and the Outpost is destroyed, and Dezco is no where to be seen. The Town Leader grieves over his son's death, and sends you to Orebor Harborage. Other Quest Givers in town give you the same quests as the Quest Givers in Serpent's Blood Post.

Back at the Cenarion Refuge, Ysiel grieves over Ashyen's death, and says that her Crows have found that the Alliance of Lost Ones have begun working with the Twilight's Hammer, and that their city now encompasses the Lagoon to the Quagg Ridge along the Zangarmarsh's mountain line and have fortified up the Twin Spire Ruins. Sends you to the Cenarion's Forward Position. Fight to control the Northern Spire Ruins with the help of Keleth's Buff and Cenarion's led by Hamoot. Controlling the Spire, they make preparations to head south into Boha'mu Ruins and outlying city, but the Cenarion's have lost already a few good soldiers, and others are wounded, even Keleth is wounded.

While the Cenarion's are resting and healing their own wounds, you head into the City by yourself. Recklessly, you slay the enemy soldiers and Twilight Cultists, smash their Druidism Totems, disrupt dark shamans, and finally make your way to the Warchief Murkblood, who becomes infused with Druidism and Dark Shamanism. Killing him with the help of Keleth infusing you with his power, as Hamoot and the rest of the Cenarians show up. Hamoot scolds you, but then thanks you, and tells you that there are probably more Twilight's Hammer in Zangarmarsh. Sends you off to either Orebor Harborage or Zabra'Jin.

At Orebor Harborage, as Alliance, you meet Velen again, on his journey. You follow him around as tells you lore about Zangarmarsh, the town, and Telredor, and wonders where to go next, as the quests are about you finding him as he shows up in all the Zones except Blades Edge Mountains. Velen leaves, and you are sent to check out Daggerfen Village. In Daggerfen, the left over Lost Ones from the Twin Spire City, begin heading towards where Ango'Rosh Stronghold is, a new Fortress for the Twilight's Hammer now. Killing a few of them, and their elder, you head back to Orebor Harborage on fire and and destroyed from a Horde sneak attack. Quest giver sends you to Yorkshire, a new Worgen Town Built on the northern island and the directly south island of Marshlight Lake.

The leader of the Worgen town is Tess Greymane, having come here, apparently prior to the Twilight's Hammer, with a large pack of Worgen to create a few new towns in Outland. This town is supposed to spread the Gilnean's influence to the inhabitants of Zangarmarsh, with their Druids helping the Cenarion Expedition occasionally, and great the local natives of Sporeggar and the Kurenai Broken, as well peacefully try and coexist with Daggerfen and the Horde of Zabra'Jin. While the Daggerfen Village coexists with the Worgen, as they have not vendetta against them and the Trolls of Zabra'Jin can care less about them, everything has changed recently, as Zabra'jin has fallen under Kor'kron law, and have forged the town of Zabra'Jin into a metal fortress around the mushrooms.

The Horde players attack Orebor Harborage, in retaliation for Swamprat Guard. The Kurenai town falls in a matter of minutes, as the Horde rolled out siege weapons, decimating the Soldiers and civilians under the orders of the Kor'Kron leader. Dezco feels what has happened as sickening. The war machine then turns their head to Yorkshire, where the Worgen and the rest of the Broken that retreated are.

Battle ensues for both sides, killing horde and alliances members, destroying sieges, and spellcasters. The battle is then halted as the enemy Lost Ones, Broken, and Twilight's Hammer attacks, mass losses towards the Horde, taking away their advantage against the Alliance. Ending their battle with one and another, the two sides join and then crush the Twilight's Hammer. After the battle, they go towards each other, but Dezco and Shadow Hunter Denjai stops the Horde from attacking the Alliance, and Tess Greymane stops the Alliance, as the ground shakes around them. They agree to a truce and both sides head towards the fortified Ango'Rosh Stronghold. The 4 leaders then give orders to both Alliance and Horde players, as they siege up the Twilight's Hammer Stronghold, numbers by themselves, each side would have lost, but together they eventually take down the Enemy stronghold, and stop the Leader from attempting to destroy Zangarmarsh with his dark shamanism.

After the battle, the Kor'Kron Commander demands the Horde to start fighting again, while the Alliance has their guard down, to which the Trolls and Tauren reject, Dezco and Denjai denying him, saying their was enough bloodshed to last a lifetime. The commander then leaves saying hes telling Garrosh. Dezco says he is heading back to Thunderbluff, Denjai telling the Lady Tess Greymane he has no wish for war as the Kor'Kron or their warchief wants. Afterward, the quest giver says while the battle was going on the Shadow Council have been trying to use the Portal, and sends you to deal with them before they summon a demon through it. They then send you a level appropriate Zone, between Nagrand and Terokkar Forrest.

The Sporeggar questline is begun in Cenarion Refuge, and differs a little bit, with the Naga not being the enemy and the water not depleting, but killing mass amounts of Lost Ones and Twilight Cultists.

~Terokkar Forrest

Terokkar deals with the return of the Shadow Council, Tuurem, the Arakkoa, and Alliance vs Horde. Cenarion Thicket is now alive, and has a Worgen tree as well, and Firewing Point has become a Horde outpost(no quests until Level Appropriate).

Arriving at the Cenarion Thicket, the Druids are joined by an Arakkoa, who takes you back to the Veil Reskk, which has grown considerably. The neutral camp then tells you they wish no more battle between their people and ours, and have gained the trust of the Draenai, Druids, and Shattrath City. The Faction then sends you out to do quests for them, saving eggs from other Arakkoa dens for a prosperous future, attempting them to convert to a peaceful lifestyle, killing Arakkoa, and plenty other fun stuff to do, before facing off with the new leaders of the Arakkoa that still follow Terokk demigod. Going through to finally arriving at Skettis, and bringing about the end of the empire, and killing Terokk one last time in a phased area, to not interfere with the Skyguard, and ending with Arakkoa being “Exalted” like the Tranquillien reputation, with a pet and transmog gear. The Arakkoa questline by itself should level you past the point to leave, giving you one way to do Terokkar.

The Cenarions Thicket has its own questline, dealing with Tuurem. Sending you to infiltrate the Lost One and Broken City, they want to find out what they are selling and to who. Find out they are selling too the Twilight's Hammer, the Shadow Council, bad Arakkoa, and Gnomes, each something they want. The druids then send you back to take down Tuurem, and stopping the supplies from going through. Druids then sending you to your respective faction.

The factions begin without killing each other off, sending you to kill monsters, pick up stuff, find stuff, and more killing more monsters, to prepare for attacks. After this, they both send you to find the Shadow Council at Grangol'var Village and interrogate them. There, you find a few Shadow Council members, but no one of importance and most of their equipment missing. After taking stuff, killing, and insterrigating a member, you find out that they moved most everything to Auchindoun.

Receiving Orders to meet a “combined” front where the caravan was, a Naaru and Shattered Sun people are there, with Velen. The two are talking, as Velen talks about the past and eventually the present with the Shadow Council, and the Future of demons of immense power coming forth. Velen eventually sends you in at the request of the Naaru. Sneaking quest, passing many demons and Shadow Council Members, before arriving at the center, and watching as the warlocks summon an Annihilan, a Doomlord, and an Eredar, sacrificing all the Warlocks lives. The Eredar then speaks towards his master, saying that the planet will be taken soon, once he begins his summoning. Velen fears the worse, that the Legion will use the Dark Portal as their way to Azeroth, but is calmed by the Naaru. You then begin killing off Shadow Council Members and their demons, not making much of dent, but coming back with what was asked.

Using the stuff obtained, they are able to block summoning for the moment. They become undersiege, as the Doomlord leads a small army against them, and they are being pushed back, but not the Naaru. Altruis the Sufferer arrives with his netherdrake and helps holding off the battle. They then kill the doomlord. Making their way down into Auchindoun, forced to follow Altruis, the small group of then find the Eredar had begun summoning, and all thats left is the Pitlord, who you eventually kill with Altruis (metas) and Velens help. Fingers of a demon begin breaching through the Summoning circle, meant to look like Kil'jaeden's, but the summoning is cut off, as the three then eventually defeat the Eredar, Altruis hurt halfway through, and then Velen saddened about his own people that became demons. Altruis is healed up, and says the rest of the shadow council have locked themselves inside the four dungeons(revamped dungeons), which after done, and killing all the warlocks out in outland gives a spiffy title.

Thanking you for your help, they send you back to your factions, which attacked each other during the Shadow Council battle, and the quest giver is the first corpse you see. Stonebreaker Hold is destroyed, and you go around trying to find Survivors to question, what happened, killing enemy faction that are wounded and walking around, different for each faction who's walking around. Find out the Alliance attacked first, and destroyed the Hold, so they could attempt to regulate the Horde in the area and think they were planning to mount an offense. The Alliance wins the Battle, and pushes the Horde back to Firewing Point, their new quest hub.

Both sides go to bone chewer ruins to retrieve catapult parts, as both sides destroyed all their siege weapons. The felorcs are gone, and has thus become a Broken and Lost One location, storing good there. You grab goods for and catapult parts, while killing the local mobs, and then the other faction mobs that run in to try and grab goods.

The factions are preparing for battle, when Deathwing flies over, towards Shadowmoon Valley. Skirmishes begin later, after healing up each other, before the player heads out, going to the new battlefield, Nagrand, at the command of the Warchief or Tyrande.

Level appropriate quests sends you to Nagrand or Blade's Edge, and if 67, to Shadowmoon or Netherstorm.

(to be Continued)

- - - Updated - - -

~Nagrand

Nagrand becomes a battlefield between the Alliance and Horde, with the future of the Horde wrapped in, the effects on the Elements, and the native Population. Called upon by your leader, you go to your respective faction's town, each town becoming more warlike, Garadar looking similar to Horde Forts, and Telaar built towers and walls, and now have draw bridges. Nessingwing quests are still there, Consortium, New wanted posters, and the Arena quests.

The story begins with you meeting your leader, at the settlement. Sending you out to grab more meat and vegetables to prepare for the long hull. Both leaders want to see what the enemy does first. The two factions send you to Parley with Lantresor of the Blade for an alliance against either faction. Upon seeing the note, he laughs, saying the other faction was just here, and declines both.

The Horde and Alliance differs here. Garrosh tells you to go talk to the Windyreed Village that has come back to their fishing area after they were defeated years earlier, and if they decline, kill them all, bring back their heads, and burn the places back down. Talking to the Lost Ones, they decline, and you are forced to kill an amount and take their heads and burn their places down. The Great Mother is worried about this leading the people back to the Demons, to which Garrosh denies, and says he will never touch Demon blood if it costs him his life. Following the Windyreed Village, he tells you to go kill a set amount of Alliance Soldiers fighting Warlocks at Kil'Sorrow Fortress, and take their heads. While their, he also tells you to kill the Shadow Council, take their heads, kill the leader of the Fortress, burn the place down, and collect their fel Weaponry. Going back to Garrosh, he hands you a bag full of Draenai heads and spikes. Tells you to go kill Boulderfist Ogres, and take their heads, and place each of the 5 heads on 5 spikes and place 4 of them in locations to fear the Ogres, and the last on in front of Lantresor. After this, ask him if he is still unwilling to ally, if not, kill him and take over the Ogres. Lantresor accepts the offer, saying that Garrosh will doom them all, and then you head back to Garrosh.

The Alliance has you to try and make a deal with the Consortium. The Consortium wants many things done for them, besides the initial faction quests that both sides can do, but the rarest of all objects is in the hands of a goblin. First, they have you Clean out the Ogres in the Southwind cleft of Halaani Basin, before retrieving shipments that the blundering ogres somehow stolen from them. Has you go collect pristine tusks from bulls, forgetting that its impossible, so you collect “I think its Pristine” tusks, which they then toss as they are not pristine. Has you go kill the Leader of the Kil'Sorrow Fortress, after they found out that the ogres were not the ones who stole the goods, rather, the warlocks, trying to get their hands on stuff powerful enough to summon immense demons. Also has you kill an amount of them, collect the fel equipment, and leave their “calling card” impaled into corpses; the consortium banner. They then send you to a Bilgewater Goblin, telling you that yes, he is horde aligned, but he is aligned to gold more, and hands you a heavy pouch of gold. Once you meet the goblin, he runs almost instantly, and you tackle him. The goblin realizing its just business, then takes the gold and gives the “part” to you, and send you on your way. Back at the Consortium, they open the package and is revealed to be a Clockwork Gnome (titan construct), who tries to escape, but is taken through the portal. The Consortium then hands gives you a gateway to set up in Telaar, and you do once you head back to Tyrande who you tell everything that has had happened during the mission and she simply wonders if she chose correctly.

At this Point, the Ogres had joined the Horde, and the Consortium has joined the Alliance for now. Battle begins, with the war tearing parts of Nagrand apart, leaving craters and different weaponry littered across the Landscape. Shamans on both sides clashing together, hurting the elements. Garrosh sees most of the Forsakened that joined the battle as casters, and calling them weak, and the few blood elves spared to his battle all rangers. Garrosh is angered seeing the Consortium on the Alliance side. The battle comes to a stand still with and even Match, before Garrosh himself leaps into the fray, then pushing back the Alliance to their walls. War and anger rage through the land, and were being used as such, with irreparable scars across the beautiful landscape, and the terran forever changed. The Elements at the Throne are in disarray, causing the battle to halted, as Garrosh's forces leave the Front of the keep, to prepare for a new attack.

You are sent to to the Throne of the Elements. The shamans then give you a list of objects to grab from Sunspring Post, what now has now has returned to neutral Mag'Har that wish for none of the war but wish to calm the Elements and give you what you need after talking to their Chief and finding the items from the different vendors. Supplies needed from Warmaul Hill, talking to a friendly shaman ogre, who tell you who has what, and to kill the Warmaul Leader for him, so he can be Leader. And finally water samples from where the Forge Camps were, that are beginning to have their land grow back. Taking them back to the shamans, they are able to calm the Elements, but warn, that another battle like that in front of them would tare Nagrand apart.

Going back to the faction leaders, Garrosh and Tyrande are both upset at the outcome of the turn of events. Furious, Garrosh kills the goblin that gave the Alliance a “package” to have the Consortium help them, and begins blaming everyone but the Orcs, before leaving Garadar and Heading to the Blade's Edge. The Boulderfist ogres then leave after Garrosh does, their job done, leaving one behind as an Emissary. Tyrande is more level headed, and dismissing the Consortium, fulfilling their contract, but is still mad for letting Garrosh slip away, wanting vengeance for all the Elves and Alliance slain by him and his “new horde.” Takes her guard with her as she heads towards Blade's Edge.

Great mother then sends the player to visit Dranosh Saurfang's grave, a vision of seeing someone there waiting for you. At Saurfang's grave, you are visited by his ghost, who tells you the difference between Honoring the Horde, and Honoring Garrosh's Horde, as he lays the facts that Garrosh is heading down a dark path for the Horde, and it will be his own undoing. Tells you to honor all the fallen, even the Alliance's dead. Fades away, and a Bronze Dragon Flies down to visit you.

Arechron sends the player to Oshu'gun, to see Velen. At Oshu'gun, Velen tells the Player they came to draenor upon this ship, and begins talking lore wise to the player, before coming before K'ure, whom has returned to his location, where the two talk for a moment, over the past, and Velen learns that K'ure is darkening, specially from all the battles taking place, and Velen begins helping K'ure. Tells the player that this War that Garrosh is raging is terrible for the people of both Factions, as some do not even want the war. Sees the darkness growing within Garrosh, but understands the future. Sends the player to the Mag'har graveyard, to meet a bronze dragon.

The Bronze Dragon tells the player, both sides, that Garrosh has begun to set his wheels into motion, with a mini mana bomb being thrown onto the ground by the Dragon, and it exploding, none of the visions giving any spoilers as to what happens, just hatred. Have a vision of Jaina's hatred and attempting to destroy Orgrimmar with a tidal wave, only to be stropped by Thrall, no real words besides her hatred towards Garrosh. The Dragon says that she will try to kill men, women, and children, because of this hatred. A vision of the Secret meeting between Lorthemar and Varian, Lorthemar planning to rejoin the Alliance because of Garrosh. The dragon then holds up a single card, saying that the “Queen of Hearts” foils that. Even bring land to Foreign lands shrouded in Mists, vision of the Lands of Pandaria before and after war rages through. The dragon then sits on a Pandaren Keg. But, why does Garrosh do these? You take control of Garrosh as you battle your inner demons, trying to become like your father, Grom, living up to how he is received saving the Orcs from Mannoroth, being torn between War and Mercy, expectations given to him by the majority of Orcs, showing the inconsistencies in his character as He fights what his advisers tell him to do, and feeling he is in the shadow of Thrall, that thrall is a giant, and he is an ant, feeling insignificant. Killing the last demon, himself, Garrosh turns into a child orc, crying, and bullying, and that's all he truly is at heart, before Garrosh open's his eyes on his throne in the Middle of Org, saying it was his dream. The dragon, says, “daddy issues and peer pressure does a lot.” Asks if he wants to kill Garrosh? Doesnt wait for a reply, and simply says that everyone besides a majority of the Orcs will want too. The last vision of is of a Raid Battle of both Horde and Alliance attacking a corrupted Garrosh and the player has to join in as well, as the Thrall, Vol'jin, Varian, and Jaina all against Garrosh. Battle end with Garrosh's death, and the Vision ends. “Things will become harder than they are here, but never lose hope, even in the Hour of Twilight.” A phase shift slightly, for Garrosh's grave with his Mantle on it. “Come back when Garrosh has died, to see the grave,” reference to post 90 with a phase shift showing Garrosh's grave and a little Funeral for him.

The dragon then send you back to your faction, with none of the true “spoilers” of the future that can be messed up, but enough to Keep the player “joining” Garrosh's side or going “Horde Hating.” The Nagrand quest givers then send you to the Appropriate Zones.

~Blade's Edge Mountains

Blades Edge barely changes in “revamp” besides the Quests and The Story, and the Healing done to the mountain. Story follows the player, as Garrosh tries to take control of the Mok'nathal clans and Tyrande trying to force a battle between the Horde and the Alliance. With Black Dragon, Ogre, Arakkoa, and Netherwing lore, with a small Presence of the Legion.

At the start of the Zone, the Horde player comes to Thunderlord Stronghold, where the Warchief is being welcomed by the Horde, Rexxar is not Present, after the Cataclysm he has been doing many things. The Warchief invites you to look over the valley with him, and tells you that soon this will all be his. Tells you to go ask Tor'Chunk if he needs any help with anything, and are given tasks to kill things, set up signs, place traps, and wake peasants that are supposed to be building a tower, all south of Thunderlord. Upon finishing the quests, Rexxar comes back from visiting an “Old friend.” Greeting Garrosh as equals, sparks are already flying in Garrosh, becoming hot headed, not seeing Rexxar as an Equal. Garrosh then Commands you to take the Draenethyst Mine from the explorer's League, whom have taken Blood Maul Outpost. Giving you the quests, you fly down, after bombing bloodmaul Outpost of the Explorer's league, and then proceed to take the Mine from Alliance. Upon Returning from the flight, Garrosh is ordering Rexxar to force the Mok'nathal clan join the Horde, stating he needs every last Orc in his command, to which Rexxar rejects, saying Mok'nathal's serve no one, nor would they ever serve under Garrosh and his “Horde,” maybe if it was Thrall's Horde, but not Garrosh's. Garrosh then challenges him to a duel saying that Rexxar disgraces his Honor.

The Player watches the in game cinematic duel between Garrosh and Rexxar. Rexxar tells Misha to not interfere with a wave, before Rexxar, with duel axes, faces against Garrosh. Rexxar seems to have the upperhand, most of the fight slicing Garrosh's body and limbs, until Garrosh's rage takes hold, feeling death coming for him, and Rexxar hears a dragon's roar, distracting his concentration for a moment, and Garrosh uses that mere second to slice Rexxar from shoulder to hip, and then kicking Rexxar to the ground. Before Garrosh is about to chop Rexxar's head off, Misha begins taring at Garrosh from behind, and the Kor'Kron becoming involved and trying to kill Misha, as she protects Rexxar. Wounded, Garrosh gets back up, to finish things with Gorehowl, when a large male Black Dragon lands, surprising them all, roaring and burning three Kor'Kron members, and then grabs both Rexxar and Misha flying them away, with Garrosh on looking, stunned.

The Horde player's aftermath, with Garrosh being “bandaged” up, declares Rexxar a disgrace to the Horde, and is no champion of it, and allied himself with the Evil Black Dragonflight. Tor'chunk then sends you on a wyvern to the Mok'nathal Village to warn the elder, and tell him what has happened, and that Garrosh is coming for them.

The Alliance start a few quests before arriving in Sylvanaar, or if they flew there, they are sent back to here. The Veil Lashh Arakkoa has been capturing lynxes, treants, and Faerie Dragons, twisting them with dark magic to do their bidding, and killing Sentinels. A group of Sentinels just went in, and all had died but one, that gives you the quests, before dying. Going into the Veil, you are tasked with finding the bodies of the Sentinels and grabbing their personal “medals”/ dogtags, while killing an amount of of Arakkoa, and twisted creatures, and then finding and securing what they are using to twist the creatures, besides dark magic, as it needs to be Amplified. Upon taking a crystal, a Leader spawns and attacks, where the player gets a dark ring, with a number 3 upon it, that starts another quest. Taking everything back to Sylvanaar and giving them to Skyshadow, the Sentinels are saddened to what happened to their People. Tyrande comes into the room, coming back from her obsession, feeling the Dark power of the Ring, and has it given to a Highbourne with her to look and study it, before taking the player outside of Sylvanaar, showing Thunderlord Outpost, and telling the Player that Garrosh is there, her obsession is supposed to be apparent, as she seeks vengeance. Sarannha Skyglaive is watching over Tyrande. You are given quest to Help the Explorer's League for a few quests with the Draenethyst Mine, taken over by Horde members, collecting crystals, and killing a Kor'Kron commander from Tyrande. Upon returning, the Player is then asked to look through a Spyglass, to which the player watches the Garrosh and Rexxar duel, and then reports the fight to Tyrande, wondering why Rexxar would fight Garrosh, coming to the conclusion of it being over the Mok'nathal's, and sends you on a hippogryph to tell them. You hear Skyglaive begin telling Tyrande that she is becoming like Maeiv, obsessing over finding and killing. Tyrande then begins to leave, holding in her anger.

Both Factions arrive at the Mok'nathal Village, now neutral to both sides and has grown a bit in population, as technically this does not side with the Horde at all. Leoroxx hears the news of what happened to his son and how Garrosh will probably make his way over here. To find where the black dragon is, Leoroxx sends the player into the once Veil Vekh and its cave, now a netherdrake home. The drake greets you, and tells you he knows where the Black Dragon is, but asks you to do something for him before he helps you out. Sent into the Spirit Realm, the drake asked you to “free” the souls of the Arakkoa and Ogres that are fighting each other in death, eventually leading you to the back of the cave to kill a spirit Vekh, the alliance player picking up a second ring off the corpse. After this, the Netherdrake thanks you, and tells you he will take you take you to the Black Dragon.

In flight, you fly over Death's Door, seeing it has become an Ogre Stronghold, Bladespire, and that they were preparing for a fight Flying over the Thunderhold Stronghold and the bridge to Sylvanaar, you see Night Elves and Orcs fighting, and falling off the bridge, before flying over, what was Bladespire Hold, now Bloodmaul Hold, and then over a regrowing land with the help of the Ancients, that was forge Camp Wrath, behind you, you can see where Ogrilla is, a large Ogre Stronghold, before flying into the Raven's Wood, and landing close to Sabellian's Lair, which was Blackwing Coven. The Lair is now surrounded with Black Dragon Whelps and a few drakes. An Ogre, an Orc, a Night elf, and a Broken are all standing guard. (not cultists)

Approaching them, depending faction, either the orc or the night elf greets you, were expecting you, and gives you warning to not harm “the precious offspring,” and allows you to pass by, quest to meet Baron Sablemane. Entering into the lair, you head to the back, and you can see down another corridor with Samia Inkling treating Rexxar with Misha longing on, where you meet Baron Sablemane, whom is caring for dragon eggs. Baron Sablemane then greets you as “Rexxar's Old Friend.” Tells you their long history, walking back towards Rexxar, from the time they first they met, Rexxar slaying ogres and meeting him, a human who cared not about his race not much different than Jaina, he compared her too. Was on his way to find the Mok'Nathals that were left, to which Baron had told them where to find them. Later they would meet in the wilds, with Baron never really around anyone similar to Rexxar, both hating towns, eventually blooming into an outsiders kind of friendship. Both helping each other, and eventually led them to kill all the Grons in the area, and throwing all the Ogre tribes into chaos with the help of an adventurer(if you had done those quests, he remembers you as such for the entire encounter). A new quest begins, with you becoming Rexxar going into Gruuls lair. Battling and killing the High king and his council. The next quest has you as rexxar going against Gruul, once you face Gruul, he says, “So the black dragon sent you?” and Rexxar simply responds with him coming on his own, to end gruul's reign. With this you see all of Rexxar's pets, abilities, and weapons with misha tanking everything. Baron then responds after the two quests, that Rexxar had known all along that Baron was a black dragon, and cared less about his true form, feigning ignorance and even killing Gruul, his hated enemy. Says that saving Rexxar is simply a friend repaying his debts, and that the Dragon roar that distracted Rexxar clear win in the Duel was him finding out Deathwing had returned to outland, and it was his own rage towards sensing his father, takes over healing Rexxar from Samia.

Baron then sends you out on quests, to grab things to heal Rexxar, sending Samia to be your flier, revealed to be a red dragon, a red version of Onyxia, and the birth mother of most of the Whelps. During the Flight towards Ogrilla, she tells you that even though she is a Red Dragon and was originally a Spy for the Red Dragon Flight, she sees hope in Baron, but fears for his future with Deathwing return to Outland. Landing at Ogrilla, the stronghold looks “better” than others, and more atriculate like they are smart.

You meet with the Leader, who tells you they will help Rexxar, as he had helped all of the Ogres with killing of Gruul, but require objects before they can go help him. You are sent to the regrowing grove to ask treants for part of their essences, some giving and some not and attacking. There, you also kill a few demons that live there and still attempt to corrupt the land, and having to kill an Ancient that is corrupted, and taking its essence as well, before going back to Ogrilla. They tell you to go to where the Southern Forge Camp was, now a Cenarion Expedition base, to talk to all the druids, to see if they can help, only to meet Altruis outside of the base. He tells you that the Expedition has become a haven to a demon, that is summoning lower demons, and gives you the power to see the demons, trying to teach you to not trust your eyes, giving you 5 quests, to kill demons, destroy summoning circles, release Druids that were imprisoned, kill two Shadow Council members, before killing a Nathrezim. The druids give you their help and you head back to Ogrilla.

Horde, you receive a new quest from a Tauren druid at the Expedition post after the other quests are done. He wants you to investigate Skold, hearing rumors of Horde shamans trying to bind the Fire Elementals, when you get the chance. At Skold, you see the beginnings of the “Dark shamans,” with the horde shamans, Kor'Kron under the orders of Garrosh, torturing the Twilight's Hammer shamans there to teach them how to bind elements into them (ascendance and torturing the elements). Then they go insane, failing to bind them, and the elements taking control of them, and them killing the Kor'Kron commander. The druid tells you that you cannot let them be free, so you go in and kill the shamans. (replacement for the Alliance's Dark Ring quests.)

Heading back to Ogrilla, a Cenarion druid and an Ogrilla shaman, with the red flames of the Samia, and using apex crystals with the essences you brought, forge a healing potion able to bring back Rexxar from the brink of death. The Ogrilla tell you to come back, if you wish, for new dailies of killing a new Den of Grons and Ogre Worshippers over where Bashir Landing was, and trying to “convert” the bloodmaul at their hold, below them, to becoming Ogrilla. The Cenarians give you a quest to go see them at their outpost in Ruuan Wealds. Samia then returns you to Baron. There, he gives Rexxar the healing potion, to which Rexxar becomes healed, but still unconscious, but now has a vicious scar, and Deathwing's roar penetrates the place.

Baron tells you to follow him out, as he transforms into his dragon form, a modified version of Deathwings and Neltherions combined to look far more family like and used in the Cinematic. Deathwing lands in front of his son, and you kneel along with four other “helpers.” Sabellian greets his father. Deathwing asks him why he did not return to Azeroth after the Portal re-opened, and Sabellian replies that He was given information of his Brother and Sister's demise and that Deathwing returned to Deepholm, so he laid low and spawned a black dragonflight to eventually rule all of outland, ridding the world of the powerful Gron that ruled. Deathwing easily accepts this, and leaves a few twilight's hammer cultists to help bend the Whelps and drakes to their bidding. Deathwing explains that he took back his son and daughters heads from Stormwind, destroying the park in the process, but leaving the city to their pathetic demise soon enough, as he plans to destroy the world. He laughs, and leaves. Sabellian tells you to follow him back into the cave, after Deathwing leaves, and then tells you to kill all the Cultists, and then burn them. After you finish the deed, you meet Sabellian by Rexxar. He then tells both of you, already what he told Samia, that he no longer hears the maddening voices that corrupted his flight since being here, and that he has always been the Compassionate one of his immediate brothers and sisters, looked down on by his own father, and then abandoned here, as the world split apart. Says he hates his father, and knows his end is coming soon. Explains that he could not sense his father or any of the flight through the portal (wrathion believing he is the last) and that he can never return to Azeroth with the Mad God still alive (N'zoth), or else his insanity would return. Rexxar thanks you and Sabellion for saving him, but he needed to go see his father.

Rexxar mounts his Wyvern, and Sabellion lends a Black drake to you. After seeing a Kor'Kron Platoon at the Mok'Nathal village, and the Bladspire Ogres at Death's Door rushing to battle the Mok'nathal, you are given a quest to simply watch Rexxar, for a moment, and the Black Dragon's magic makes you look Mok'Nathal. Landing, you see Garrosh cut down Leoroxx and his lynx. Rexxar runs to the front in rage, and defeats Garrosh easily, calling upon all his beasts. Garrosh, not dead, orders the Kor'Kron to kill the Mok'Nathal village, when the Bladespire Ogres arrive, and start killing Kor'Kron, saying that the Mok'Nathal allied with the horde. Quest is give to kill as many Kor'Kron as possible. The Mok'nathal also start killing the Kor'Kron, and the Pincered attack forces Garrosh to flee. The magic wears off, and you are forced to start killing Ogres, and to kill their commander.

After the battle, you find Rexxar talking to his dying father, who says what he did was Mok'Nathal, and forgives his son of joining the Horde, bestowing him as Chief of the Mok'Nathal village, before dying. Rexxar's title changes to his new title, as he hates Garrosh's Horde now. Explains that he will not abandon his people no longer, and then asks you to clean up the Bladespire at Death's Door, and to get rid of them by Killing the Leader, while he buries his father. You do as he asks, before returning, with him sending you off to either Netherstorm or Shadowmoon Valley, you still have the Cenarion quest still, and the Alliance Ring quest.

At Ruuan Weald, the Cenarions are having trouble with the local populations of Arakkoa of Grisnath and Veil Ruuan, the Bloodmaul Ogres, and the Ethereum whom have taken over Forge Camp Anger.

You slaughter ogres and free Captive Cenarions at Bloodmaul Hold, and then take the Mantle of Bloodmaul leader. Veil Ruuan, you kill the Terokk worshiping Arakkoa, with the alliance finding the 3rd ring. At Grishnath, you end a summoning of an “Old god” as commanded by the Avatar of Terokk, before killing the Avatar and the Alliance finding the last ring. Killing the Ethereum, you find that they were capturing local Netherdrales from the Singing Ridge. The Drakes at Singing ridge thank you, and tell you of their leader, in Netherstorm (not the Netherwing faction, but another), and you get a quest to go meet her.

The Alliance takes the Rest of the rings to the Highbourne, and he says that rings made weak minded people slaves through the use of the Apex Crystals, and he places on all four rings and begins forcing the surrounding sentinels to work for him. You are forced to kill him, having a greater mind then him,, and in his death he thanks you, as a manifestation of a Dreadlord appears, wearing the rings, and you kill him. The Dreadlord had possessed the Highbourne through putting on the first ring, unknown what would happen.

~Netherstorm

The Zone changes a lot in the Revamp, with a lot of Eco-Domes covering the zones to blend the “nether” and the Terraforming of the etherals, and most of the Manaforges disassembled and in place for new things, with Manaforge Ara being the last one remaining. Two new places added, replacing Manaforge Ultris is a Worgen city for the Alliance, and replacing Manaforge Coruu is a Small Sunfury town and Spire for the Horde. The storyline is dealing mainly with aftermath of the Legion, Illidan's demons unbound, Kael'thalas, and the Void, while also giving the Nether dragons a storyline, the goblins a storyline, and a large Consortium story.

Upon reach the Netherstorm, the Player heads to Area 52, which they find the Rocket is finally gone, but has crashed, as it always happens with Goblins. The Goblins need you to deal with Flayers that have stopped their “excavation for good” of the ruins of Enkaat. They then send you deal with the “Insane Wreched Sunfury” in Arklon ruins, so that their contractor can begin excavating the sight. Between Manaforge B'Naar and the ruins, a Eco-dome has begun construction, where you find the contractor for the goblins, an Ethereal of the Consortium. The Ethereal wants you to clean up the “zone” so they can begin Terraforming it to function better with life outside of the Netherstorm. Here you find out how the domes function, and that the source of power is straight from the twisting nether. Sending you to a Shattered Sun outpost, after you finished with them, at Manaforge B'naar, that is in the middle of Deconstruction. There, the Shattered Sun is dealing with a Dimensional Breach, similar to the Manaforge Ultris' had in BC, but not an explosion, but due to the laziness of one Blood Elf. There, you close the Breach with a “Consortium” technology, after you made your way to the breach with the help of the faction. They butt heads again, attempting to go back to the Aldor and Scyer way, but stop, when it is uncovered that the blood elf was really a Insane Sunfury.

Sending the Player to Eco-dome Midrealm, you find it has extended all the way to the Tempest Keep, after clearing out all the “native” demons. Here you Find a Consortium Ethereal telling you that they accepted new wildlife, from flayers, elementals, and such. With the help of “defected” Mo'arg, they are trying to “redeem” themselves, they have begun to “cleanse” the sky of its different nature over Blade's Edge, before communication had stopped and parts of the Eco-Dome have stopped functioning. The ethereal sends you towards where Manaforge Duro was located, along way, you find “corrupted” wildlife that you are forced to kill, along with finding Void demons. Through the entire time on your way over to the location, you are led to believe they betrayed the Consortium. You find shattered switches and then places them back together before finding the power location and then turn on parts of the Eco-dome again. Upon Arriving at Duro's location, you find the Mo'arg all dead, with a Colossal Eredar wandering around, before disappearing. What you find left are felblood elves and demons that have arrived. After killing them, and turning back on the last part of the Eco-dome, you find out the Mo'arg had truly defected to the Consortium, with a Doomlord explaining and laughing after he slaughtered them to prove a point, that they could never leave the Legion's grasp, before you kill him. The Ethereal then sends you to your faction's bases.

The Alliance base is where Manaforge Ultris was located, with a large Worgen city atop the hill, and alliance druids outside the base foresting the area. You find Tess here, after meeting her in Zangarmarsh. Before meeting her, you are sent to help the druids to plant tree seeds and pacify local wildlife, and then cleaning up the rest of the Corruption of the Legion's outpost that has been nearly taken care of. Then you are sent to clear out the “cave” below the city of void demons, collect a few things crystals and minerals, kill a void Lord, and close the second breach at the back of the cave and stabilizing the place with Consortium technology totems to fully secure the tare. Upon meeting Tess, again, she greets you friendly, and thanks you for sealing up the second breach of the Void at the place. She then tells you the reason they chose this place over the other places in the Netherstorm, explaining that the Manaforge had exploded and created a tare in fabric of space and that in order to keep the Tare in Check, a population of soldiers would be needed to keep an eye on it, learning this from A'dal. Asking her warriors if they wish to keep an eye on the location, they agreed, with the occasional help of the Shattered Sun. She explains that the Consortium has helped with keeping the breaches to a minimum, but they still break out. She leads you into a large gated structure with Worgen and Shattered Sun, Draenai Blood Elves and High Elves, preparing to shoot anything that comes through a tare. Explains that the City is a testament to the Gilnean people, and their way of life, with the minor breaches keeps them on their toes, and probably for the best, concluding that this was probably the best way to keep them at their best, but wishes to close the tare for good, for her people, and to also keep the new children that will soon be birthed safe. You are then given three different quests, all that will lead to the closing of the Tare, but are also part of Neutral lines, first being going to the Celestial Ridge to speak with the Netherdrake's leader, apparently a Blue Dragon, the Second to the Consortium at Stormspire, and the Third to go to Cosmowrench, where they heard Velen was located, which will eventually send you into a phased Tempest Keep. The Alliance quest then ends with Velen, a Naaru, the Consortium Enginneers, and the Blue dragon Tyrygosa using their collective power to close the Breach within the city.

The Horde player's base is upon Manforge Coruu, which is now a Blood Elf outpost after the manaforge was deconstructed, with the Sunfury Blood Elves controlling it, with a small town and a blood elf Spire. Upon arriving, you attack one Sunfury who was running out of the town, (stops at one hp no matter if your 90+ or 67), before a Tauren stops you. He explains that these Sunfury have rejoined their brethren, the blood elves of Silvermoon, and then heals up the Elf, where you apologize. The Tauren is the leader of the place, another Sunwalker, not Dezco. Explains that these sunfury are not like their insane brethren and were the ones enslaved by Kael'thalas and the legion to work the mines and do grunt work in fear of death, and now have joined up with their Silvermoon City Blood Elves. Sunfury hold to the right of Coruu has become an Eco-Dome to provide for the Horde base. Has you, to repent for your actions to do the Sunfury's job of working the Dome. There, you slaughter a few boars for their meat, pick vegetables, and kill Wretched that come up from Kirin'Var Village, as pests. Returning, the Tauren commends you and shows you an Image of Archmage Vargoth, located at the top of the Spire. Vargoth explains that after he left his tower in Kirin'Var Village, destined to be burned to the ground in respect for all the dead, that the Wretched showed up at the behest of their corrupted brethren, Felblood Elves, after everything went wrong with the Sunwell for them, and that the Legion now stands upon the remains of his fallen brothers and sisters, and that the tauren had found his staff to project the image. He now wishes you to kill all the Wretched, the felblood elves, and demons that control the area, in which you do so, leading you to kill three Sub bosses, and One boss in the tower, before he thanks you. A minor battle is commenced during this, with the sunfury battling their corrupted brethren. Once the battle ends, you help build graves for the fallen in an already large Graveyard, burying Horde next to Alliance, with the Sunwalker blessing the dead. Before you begin burning the town down. The Tauren then asks you to speak with the Consortium to have them extend the Eco-Dome over Kirin'Var and up to the village. This will become phased, with a memorial to the fallen Alliance of the Kirin'var Village and the Fallen Sunfury Elves and Horde members, and with grounds beginning to be forested and vegetables being planted. But, the idea is to have you help out with the Eco-Dome construction and druids of Cenarion Expedition growing the land, and to send you to Help out the Consortium. The Tauren also mentions that there is Nether Dragons that are still somewhat hostile towards the Horde, sending you to them, and finally He heard Velen had showed up at Cosmowretch, and while the Tauren wished to visit him, that they should send a Horde Representative to see if he needs help, that being you.

Being sent to Stormspire, the player meets the Ethereals, whom have had their Eco-Dome extended across to where the Forge Camps where, connecting the small Eco-dome with the large one, yet the ground is still corrupted. The Ethereals tell you that Manaforge Ara is now a base for the Insane Wretched and Felblood Elves, that have been summoning demons, even through the forge itself is shut down. Your first quest is getting rid of the Corruption of the Forge bases, asking the Elementals of Eco-Dome Midrealm to help. Upon the land, you protect the Elementals as they are uncorrupting the ground from fel-oozes that come to attack. After this is done, the Elementals set up their area here as well, before you are sent deal Demons at Ruins of Farahlon. Here, you find out that the Observers are not with the Legion, but rather Illidan, you are fed the thoughts, as the Observers stare into you. You kill the Observers, as they are still hostile towards you, and you end up killing a “durumu” looking one, before taking the knowledge you learn back to the Consortium. They ponder about this before sending you to Manaforge Ara, to attempt to rid the Netherstorm of legion presence. Here, you stop the Felblood elves from setting up a gateway for the more powerful demons to get through, before heading into the Cave to deal with wretched and more demons who are mining material for the Gateway they were building inside the broken Forge, where you find an Ethereal in the back, who is apart evil faction dealing with the “Legion.” Manaforge Ara is the location where you farm Sunfury signets for the Scyers. The Consortium is saddened by the Ethereal being a traitor to them, finding the faction owns the lower end of Socrethar's Seat, now the entire island is one large fortified forge camp, and has also become larger of an island for the sake of the quests. You are flown to scout out the area, and you find the “Colossal” Eredar is simply a technology trick induced by both Ethereal technology and Legion theme technology mixed, and that the Eredar is simply a Minor Eredar, not even one capable of Summoning Demons as powerful as him, but able to summon minor ones, using the Camps.

Returning, the Consortium, with the Shattered sun, now suggest that the Eredar is weak of power, unlike the one you fought at the Auchidoun, which was one capable of possibly summoning Lieutenant of the Legion, and is using the technologies of both peoples to try and amplify its own power to try and summon larger demons, like the Doomlord you faced earlier. You are sent to conquer the island, with it now a phased battlefield, of Shattered Sun parachuting in and battling demons and bad Ethereals. The Island itself is set into quadrants and quests that you are to conquer, with the first being the Ethereal. Your fist objective is to reprogram the Ethereal gates for the Consortium, and killing the guards, letting Consortium flow freely onto the island. Second being the forward summoning gates. Needing to help save and heal the fallen Shattered Sun, you also need to kill demons, and then destroy the gates themselves. The third being Mor'ag's Fel-Reaver and Infernal Creation site. You are to stop the Mor'ag from completing a Fel-Reaver, killing the Mor'ag and Infernals till you reach the back-lines when a Fel-Reaver blocks your way, and you taking it down with the help of both the Consortium and the Shattered Sun. The Fourth Block is another Summoning Gates section, but forged with both Ethereal and Legion technology. Here, major demons are beginning to spill out, not eredar doomlords or annihilan, and you are forced back, until help arrives in the form of two “Consortium” Fel-Reavers, the two Fel-Reavers that were about completed, and you control one, decimating this zone, before the two are finally destroyed by a large Annihilan that was just summoned, even though your Fel-Reaver and the Annihilan trade final blows. The fifth and final section of the Island is where the Eredar is attempting to summon another Demon Lord form the Twisting Nether with the usage of a larger gateway, the Size of a Fel-Reaver. Killing the Second in command, an Ethereal, you interrupt the Eredar before eventually killing him through a long battle. After leaving the Island, the island becomes a place to farm demon marks for the Aldor, but lorewise, the island is now demon free. The consortium and the Shattered Sun thank you, with the Consortium sending their top Engineers to the Alliance base or going to Construct the Eco-Dome free of charge in thanks.

Going to Celestial Ridge, the player meets the second Netherwing faction, this faction only bringing you to honored with the Netherwing faction as a whole. Here, you meet Jorad Mace, in a small camp before the ridge. He tells you, in order to interact with this flight, you need to bring them offerings. You then are sent out to get warp stalker corpses, mana wyrm essences, and outlaying crystals. Coming back to him, you meet a High Elf by the name of Tyri. He then sends you to offer it a nether dragon, who takes the gift. Jorad asks you what you need with the Nether Dragons, and pending on the faction, he understands. He tells you of the Dragons, and how they are the children of Deathwing, before sending you to do his bidding of destroying the Twilight Cultists that have recently set up shop above the ridge, after doing this and retrieving eggs, You then are sent to meet the Nether Dragon's leader, following Tyri down to it. Upon reaching the bottom of the canyon, Tyri transforms into Tyrygosa, who is the leader. She tells you, for helping them, even though she was about to deal with the Twilight Cultists herself with Jorad, she will either Help you or stop hostilities with the Horde.

Coming to Cosmowretch, you meet a goblin, who tells you that he can give you a lift to the Tempest Keep, where Velen is. Upon reaching the front of the gate to the eye, who see Draenai standing outside of the it, when Velen walks out to meet you, hearing you got the message of meeting him there. Taking you inside the Eye, you find Naaru in the Location of where the Bosses were. Velen explains that Kael'Thalas had nearly corrupted the Keep, to the point that Naaru wished to destroy it, but are now decorrupting it, lore talking about the keep on the way to final room. Upon reaching where Kael'Thalas was, no blood elf statues anymore, he tells you that the Keep will probably leave this dimension, for now, because the Naaru fear another Kael'Thalas taking control of it and using it for evil purposes. Velen agrees with the Naaru, as it is not far off hand to take it over, even now it is undermanned, and that if the Naaru need for people to escape, the ship will return. They just did not wish for the Legion to get their hands on it. He then greets you, if you are horde, or asks what you need if you are alliance.

The Quest givers then send you to a bronze dragon in Shattrath City or Shadowmoon Valley, post finishing the Alliance and Horde quests.

~Shadowmoon Valley

Shadowmoon Valley has changed in parts. Coilskar Point and the surrounding area has become a Twilight's Hammer base of operations, focusing on their elements, using the Fel-enriched land to their benefit, and the cavern dedicated to their sinister works. Illidari Point is now the base of the Remnants of the Illidari, with a new cave with water within for the Naga. Legion Hold has become Twilight's Hammer Staging Grounds, Eclipse Point becoming Twilight Point, Dragonmaw Fortress becoming their fortress. The Hand of Gul'dan now has an Earthen Ring base at the Ruins of Baari, with Shamans tempting to control the Mountain. The very nature of Shadowmoon is not changing, from its Fel-Direction, but incorporating a lot of Twilight's Hammer to become a zone dedicated to them and war.

A Horde player, arriving in Shadowmoon will notice that Shadowmoon village has become a Fortress, fortified like other forts, but is being assaulted by the Elements and Twilight Cultists at Twilight's Staging Grounds, once Legion Hold. In front of the Fortress, they are be assaulted by demon's from the Death Forge. Similar is happening to Wildhammer Stronghold, that has now completed into a fortress as well, being assaulted from the Death Forge by demons, and Twilight Point, once Eclipse point, assaulting them with Elementals and Cultists. Both Fortresses are beginning to be overwhelmed, from the two pronged assaults. The leaders of both places then send you out to kill demons, elementals, and cultists, healing the wounded, and burning the fallen before they can be raised by the Shadow Council. Being this overwhelmed they send you out to Illidari Point to seek out “help” from their leaders.

At Illidari Point, you find the Remnants of the Illidari, comprising of few Blood Elf Demon Hunters, whom survived the purging years earlier, Naga, Fel-orcs, a few Broken, and very few Demons. Illidari Point has become a “Fortress” as well, with walls set up, using a mixture of Draenai, Demonic, and Orcish structures. Meeting the Leader in the back, it turns out to be Altruis the Sufferer and Lady Serena Seastorm, a naga. Altruis remembers you from Terokkar and Blade's Edge Mountain, with you helping him, and the Naga from Zangarmarsh remembers you as well for helping her, as she is Seastorm's adviser. For helping Altruis in the past, he will send out forces to deal with the Death Forge, before talking to you. He tells you why he is Leading these people, rather than leaving them, like he did prior. Saying that the Blood Elves that were trainees saw the carnage brought down upon them, they wanted vengeance and would have sought any power to obtain it, they were misguided, so he began to train them and to lose this vengeance, letting them understand what happened to them, letting them eventually become fine Demon Hunters. Says he brought in the Naga, because they are his kin, and heard them being hunted down, them being purged from existence, but did not need to be, as not all were like Lady Vashj, gullible to listen to everything a legion spy says to her. He let in some of the Felguards, Satyrs, and Succubi because their addiction to the fel had completely disappeared, and they were no longer apart of the Legion. The orcs were let in because they had nowhere else to go, them not wanting to go back to their old ways in Hellfire. The Broken that had betrayed the other Broken, and found themselves unable to be forgive themselves or be forgiven needed a place to go, and Altruis let them in. Altruis states, that while he is in charge, he would not any of the forces of the Alliance or Horde touch any of them, nor would he attack either of them, wishing to have his people become a force for the Naaru, and their forgiving ways. Altruis then sends you back your people, saying that they will help, only because they trust you.

Going back to the your base, the leader then thanks you, as the demons have stopped attacking, and they are able to begin pushing back against the Twilight's Hammer. They then send you to either Twilight's Staging Grounds, or Twilight Point, either or, and destroying the forces upon the area, releasing bound elementals, taking down portals they had brought up to bring in reinforcements, and then killing their leader there. Going back to your Leader, you meet an Illidari representative inside, whom then sends you to Help out at the Death Forge. At the Forge, you find this to be the last of the Shadow Council from around Outlands. You fight your way through, before finding a Demon Hunter, thought to be dead, Varedis, whom is now the second in command over them in full demon form. He mocks you, killing a few demon hunters, along the way, and wounding Altruis, before you force Varedis to retreat further in. You bandage up Altruis, before heading further in. You find the legion and shadow council further in, forging demons, creating infernals, and even building a Fel-Reaver. Forcing your way through, you eventually take on Varedis again, this time bringing him close to death, before he falls off into the lake of fire below. Through here, you kill all the Demons and Shadow Council members, hearing only whispers of who truly leads the place, even holding an Eredar under his bidding. You finally face Veradis one last time, killing him, before coming face to face with Teron Gorefiend. He laughs at you, holding you back, with force. Tells you he brought back Varedis from death, and gave him exorbitant amount of demonic power, but he only failed yet again, says that while he was dead again, he was able to find a way back to his body after the Naaru's forces left his sanctum in search of Illidan, only joining Illidan's forces to see how much power the Blind Fool had, but not nearly enough, but after Illidan's untimely demise, he took the Skull of Gul'dan for himself, and reforged the Shadow Council. Explains he forged a pack with the Twilight's Hammer, so that he could take on this “new” horde and the Alliance and crush them once they controlled all of Outlands, but found it all coming undone by You. Even Auchindruon, he watched from the shadows, hoping to see what the Eredar would summon. Sighs, and begins to crush you, before Altruis shows up and cuts Teron. He then vanishes from depths of the Death Forge, leaving you and Altruis to deal with an Eredar, before coming back to the surface. Altruis then sends you back to your base, saying that they would all meet again, in killing Teron.

With the Shadow Council, mostly destroyed, and Gorefiend being the last, you are then sent back out to the Altar of Damnation, since Teron has the Skull of Gul'dan and an image of Gul'dan is there. There, you meet some of the Earthen Ring and Velen, watching Gul'dan continuously doom his planet to corruption. Velen is saddened watching this, before heading to the Black Temple. Talking to the earthen ring, they tell you they have not seen Teron, but asks for your help in dealing with the Fel Fire Elementals and Obsidian Elementals, before sending you to their base at the Ruins of Baari, over looking an Alliance's Altar of Sha'tar and Twilight Forces from Coilskar Point, now called Breach of the Hammer. The Warden's Cage has become the Horde's second outpost. The Earthen ring wishes for you to go to the Breach of the Hammer, and stop them from interrupting their attempts to helping the Mountain. There, you slaughter twilight forces, killing ones that are corrupting the terran, stopping portals, and killing their lieutenants outside, and Millhouse Manastorm running into Coilskar Cistern, now, Twilight Cistern. Making your way through the Cistern, collecting, unbounding Elementals, and killing more twilight forces, you face off with Millhouse, before he begins casting Doom, forever, and the way to stop him is to kick him in the Face (action button), and then he opens a portal to escape. Going back to the Earthen Ring, they thank you for your efforts, but feel that more Twilight Forces are interrupting them, Dragonmaw Fortress. The Earthen then send you to your respective secondary places, the Altar of Sha'tar or Warden's Cage.

While at the locations, they Send you to face off against the legion at the Shattered plains, whom have taken up the Location and reclaimed Invasion Point: Cataclysm. At the Shattered plains, you stop the legions plots to send their forces to take over the Ruins of Karabor at the Black Temple, now a location of the Shattered Sun. Going to Invasion Point next, you fail to stop them from sending their forces to Ata'mal Terrace, but destroy the rest of the demons at Invasion point. You are then called back to Either Shadowmoon Village or Wildhammer Stronghold.

Garrosh has arrived at Shadowmoon Village, and has begun raging a battle with Wildhammer Stronghold, whom now has Tyrande there. In base, you are then sent to kill the other Faction's soldiers, and Siege Weapons, Garrosh showing distrust in all races but Orcs now, and Tyrande less about Killing Garrosh, more about defending the people. After killing each other, you hear about Altar of Sha'tar being destroyed by the Horde, and Warden's Cage being destroyed by the Alliance. You are then sent to defend the third settlement of each faction, as they deal with each other, Sanctum of the Stars being Horde, and Path of Conquest having a moderate size Worgen village at the top of it. There, you defend off enemy attacks. The Battle completely stops with Deathwing's return, going to the Dragonmaw Fortress. Quest givers then send you out to heal both friendlies and enemies on your battlefield, and take prisoner the enemies, those who resist you kill, before sending you to the Fortress.

At the Dragonmaw Fortress, you see him talking to the Twilight Cultists and Teron Gorefiend. Deathwing finds a spy, not you and burns them, before leaving, after telling the Cultists to bring Nether Drakes to Nefarian, the last time you see Deathwing, as he leaves Outland. On your way back, you are caught, and knock to the ground, to have you be saved by the Illidari. There, you receive orders to take down and conquer Dragonmaw Fortress, freeing enslaved Netherdrakes, collecting up eggs, and Killing your way through Twilight Cultists, before the eventual facing off against the Twilight's Hammer leader in Outlands, and eventually killing him with help from Seastorm. You then go help Altruis with Gorefiend, pressing him back, where he sucks the remaining powers of the Skull of Gul'dan from it, and the skull shatters into pieces, and Gorefiend becomes a demonic monster, even after already having wings. With his new found powers, he is able to push you and Altruis back, until Altruis' nether drake comes and breaks Gorefiend's concentration for a moment, him killing the Nether drake. Sea Storm arrives, and begins attacking Gorefiend, and eventually you all turn the tides of the battle, giving Gorefiend a mortal wound, before he flies away, towards the Altar of Shadows. Pursuing him with the help of nether drakes, you find him dying around the alter, him laughing at the irony. Altruis tells him, that, his soul may be immortal and be able to go from corpse to corpse and stuck on this plane, he is going shove his soul back into the Alter. This angers Gorefiend, telling him, no matter how long it will take, he will come back before he attacks you all again, before you finish him off, and Altruis placing his soul back into the Alter. The Netherdrakes then ask for your help, in daily quests format and getting eggs, on Netherwing Ledge. Altruis tells you to go back to your people, as he goes to mourn his dead companions.

Going back to your third village, they tell you that Garrosh has left, when he saw the cowardice in his comprised Horde, at the sight of Deathwing. Tyrande has left as well, seeing that the Horde do not plan to attack again with the Loss of their “Warchief.” A Shattered Sun representative shows up asking for your factions help at the Black Temple, being you. Sent to BT, they tell you about the Legion on Ata'mal Terrance, that you failed to kill, and have slaughtered many Broken that were stationed upon that part. When asked why they are even at BT, the response is Illidan's body, they want it, but no one has it. You are then sent up to kill the Legion, and save as many Broken as you can, before coming face to face with the Legion Leader, Kazzak, where through the combined efforts, push him out, he going back to the Throne of Kil'jaeden. You are then welcomed into the Black Temple, Akama and Velen bringing you through the first section, Velen talking about how the Place will shine again. Akama and Velen speak in draenai, before embracing. Velen then telling him to clean the place up, as the Earthen ring plans to bring Shadowmoon back to its former glory. You are then sent back to your main base, where the leader tells you to either go to Netherstorm, or to a bronze dragon in Shattrath City.

The Remnants of the Illidari have their lore, and in the end of the entire quest line, you only become honored with them, leaving you to grind out killing Twilight Cultists, Demons, and the Shadow Council in Shadowmoon Valley. In Zangarmarsh, you are able to help the Naga get situated and help their den grow, leading to “What happened to Illidan's body?” question at exalted, and giving you lore throughout the rep grind. The provisioner, at exalted, sells you a Sabellian model Mount, and trainee model Warglaives.

~The Bronze Dragon is simply to send you Northrend in the past~

Ending

I tried doing individual posts, spreading it into 3 different posts to make it easier to read, but in the end all it did was update the first one.

Do note, that the storyline is something I want to see, to quest through.

I want to understand how Garrosh goes from the inexperienced leader with the occasional redeeming qualities, to racist dictator. I want this revamp to show it, even though, my storyline simply brushes over it.

I want to see Tyrande and understand her. I want to see Velen and more lore about the Draenai. I want to see war. I want to see the Worgen do something, and give them a nice place to be.

This is what I want, I want to see plot holes filled and the aftermath of the Burning Crusade ravaged in a war between the Alliance and the Horde. But, Honestly, this Revamp can only come to fruition if they add it, with another Expansion, but Has nothing to do with the expansion, like this is a little pet project. This is not supposed to be major content like Cata's revamp was, as you need a new "Continent" for a new expansion. This is simply something easier to do, as it only happens to be 7 zones. So this should not interfere with "a new expansion" but simply adds something for the players, but comes out at around the Expansion time, while the expansion itself deals with something else, and that is the major content, not this.

I am in favor of updating/revamping Outland for reflect there all changes that have occurred in recent times.
But not only update it but also expand it, as after all there are areas of Outland (floating pieces of Draenor or other planets) that we have not yet visited and which would be very interesting to see in the game.

Also I would have liked greater involvement of the High Elves and Ogres as representatives of the Alliance and Horde respectively. In fact, the day that Blizzard upgrade and expand Outland will be a wonderful opportunity for the ogres (or half-ogres) become a new playable race for the Horde, as it will be in Outland where they will have their capital, and their starting zones and controlled territories.

Outlands can't be touched, People don't like revamping zones. It crushed so many people in Cataclysm, I doubt they'd ever do it again.

It can be if they do it right. They spent far too much time and resources on the old zones in Cataclysm, true, but Outland isn't nearly as many zones so it wouldn't take as much time. Blizzard also said during the last blizzcon that they would love to go back and fix Outland, so it's hardly impossible.

WOW! I am gonna have to slowly read through it when I have time, but I'm really impressed from the bits I have caught skimming through it. I hope this means that the dreaded Fel Reaver can make a comeback as a world boss ( I am sure it's tired of being rolfstomped by uppity 90s).

I am in favor of updating/revamping Outland for reflect there all changes that have occurred in recent times.
But not only update it but also expand it, as after all there are areas of Outland (floating pieces of Draenor or other planets) that we have not yet visited and which would be very interesting to see in the game.

Also I would have liked greater involvement of the High Elves and Ogres as representatives of the Alliance and Horde respectively. In fact, the day that Blizzard upgrade and expand Outland will be a wonderful opportunity for the ogres (or half-ogres) become a new playable race for the Horde, as it will be in Outland where they will have their capital, and their starting zones and controlled territories.

While this is true, I did leave enough open/end with Blades edge Mtns for an Ogre race with Ogrilla, as they attempt to bring more into their hold. I just did not say, Ogres as a race or High elves, I left that to Interpretation as it is not my place. I made it so that the Mok'Nathal want nothing to do with the "True Horde" so I doubt they would join the Horde. But rather, I hope for naga =P.

Outlands can't be touched, People don't like revamping zones. It crushed so many people in Cataclysm, I doubt they'd ever do it again.

Please read the ending of my post:

"But, Honestly, this Revamp can only come to fruition if they add it, with another Expansion, but Has nothing to do with the expansion, like this is a little pet project. This is not supposed to be major content like Cata's revamp was, as you need a new "Continent" for a new expansion. This is simply something easier to do, as it only happens to be 7 zones. So this should not interfere with "a new expansion" but simply adds something for the players, but comes out at around the Expansion time, while the expansion itself deals with something else, and that is the major content, not this."

Originally Posted by DeathbyFrostBomb73

WOW! I am gonna have to slowly read through it when I have time, but I'm really impressed from the bits I have caught skimming through it. I hope this means that the dreaded Fel Reaver can make a comeback as a world boss ( I am sure it's tired of being rolfstomped by uppity 90s).

Haha, take your time, I did try to break it up as much as I could, but was not allowed to do three posts. While I do wish for Fel-Reavers to be world bosses, I did make one a "sub boss" in a netherstorm questline, and you also get to control one.

Originally Posted by Kobomino

Did a quick scan over what you wrote, loved it. I do hope we'll get Outlands revamp regardless.

the only thing that needs to be fixed in BC zones (besides their hideous colors) is the quests being mechanically better suited to the zones, like they did during cata. some quest lines were gutted, changed or like even completely removed. i believe all that really needs to happen is fixing quests so they reward usable items, better "flow" from quest to quest in terms of mob placement, and requirements to complete the quests.

as much as i hate outlands, and despise doing even a single quest there, changing stories and quests would just rob new players of getting to experience what everyone else has gotten to see. landscapes change over time, but stories should not be drastically altered unless the landscape forces it. i thought the revamp of the old zones would be wonderful, and visually they were changed for the better. but it came a a big cost. new players will never experience what the old players tell them about. and in this game things would be better if new players get to experience the same things that old players already have.

Last edited by Sinndra; 2013-08-18 at 07:34 PM.

Originally Posted by ablib

I do realize that this is an internet forum full of morons, however in real life, no one questions me, people look to me for the answer, look up to me, trust me. To have dipshits on a video game forum question me, is insulting.

I'm only interested in one thing, and honestly it would be too much effort to read the whole thing for that. (Didn't see it when skimming the text): Do we still kill Illidan and the other villains / does Sunwell still happen at 70 and then we go back in time where we level up to 80 and kill the Lich King? Seems paradoxical to me player-power-level-wise, but then again you can do anything when you have control over the time...

the only thing that needs to be fixed in BC zones (besides their hideous colors) is the quests being mechanically better suited to the zones, like they did during cata. some quest lines were gutted, changed or like even completely removed. i believe all that really needs to happen is fixing quests so they reward usable items, better "flow" from quest to quest in terms of mob placement, and requirements to complete the quests.

as much as i hate outlands, and despise doing even a single quest there, changing stories and quests would just rob new players of getting to experience what everyone else has gotten to see. landscapes change over time, but stories should not be drastically altered unless the landscape forces it. i thought the revamp of the old zones would be wonderful, and visually they were changed for the better. but it came a a big cost. new players will never experience what the old players tell them about. and in this game things would be better if new players get to experience the same things that old players already have.

Most people dont even do these quests anymore, and rather sit in sw/org all day queue up for randoms. The storyline also did not make much sense for most of Outlands. Not to mention, the story of Outlands happens in the past, so I wanted to update it to Cata timeline wise.

Originally Posted by BlackPyramid

I'm only interested in one thing, and honestly it would be too much effort to read the whole thing for that. (Didn't see it when skimming the text): Do we still kill Illidan and the other villains / does Sunwell still happen at 70 and then we go back in time where we level up to 80 and kill the Lich King? Seems paradoxical to me player-power-level-wise, but then again you can do anything when you have control over the time...

Everything technically already happen, but You can still go kill illidan in BT, as raids do not change at all, but he is already dead lorewise. Sunwell island stays the same, and while I really did not think to much on it, as it is a daily quest hub, I really wouldnt want to change it, as it is a major event that shows the formation of the Shattered Sun offence against the Sunwell raid. So, while I could change it, then it gets rid of nice dailies that people do to earn rep, so If you have suggestions, I am willing to hear it out

Originally Posted by Nindoriel

not yet read all of it, but what is Garrosh doing there?

Garrosh is there to incorporate the Races of Outland further into the Horde, with more Mag'har, Ogres, and the Mok'nathal, but throughout his travels in Outland, he begins seeing that no one is like the Orcs, bound by honor to Serve their Warchief, and begins showing his descent into his Dictator Racism. I wanted you to see his travels, and him on the front lines, seeing his battles. This is mainly to see how he goes from an inexperienced leader to what he is now.

Garrosh is there to incorporate the Races of Outland further into the Horde, with more Mag'har, Ogres, and the Mok'nathal, but throughout his travels in Outland, he begins seeing that no one is like the Orcs, bound by honor to Serve their Warchief, and begins showing his descent into his Dictator Racism. I wanted you to see his travels, and him on the front lines, seeing his battles. This is mainly to see how he goes from an inexperienced leader to what he is now.

But this would take place in the past, because Garrosh will be dead after MoP. I thought the purpose of an Outland revamp would be to bring it up to date, not to cause more timeline confusion.

But this would take place in the past, because Garrosh will be dead after MoP. I thought the purpose of an Outland revamp would be to bring it up to date, not to cause more timeline confusion.

yes, it would take in the past, but it would make the storyline cohesive. instead of going from cata, to BC, you go cata to cata, so that you can have 1-70 the same. Rather, it would bring it up to date... as they will not do a Cata Revamp for a long long time. So in essence, it would be up to date.

Read most of it, and I'll read the rest in a few minutes. Your revamp sounds really good, but I love TBC as it is too much to want anyone to alter it. Maybe it could turn out better, but maybe it wouldn't. I was incredibly excited when I heard of the revamp of vanilla zones.. now I hate 1-60 and only wish to experience the zones as they used to be. Personally, I think I'd want them to expand Draenor, and have us visit more floating islands or go through some of the portals.

If up to me I'd vote no on a revamp of it even if it, just like you said, it would make the storyline more cohesive.